Someone help me omtimise this Cheat I coded a couple of Days ago, took me a long time to get everything working, but it is sitting at about 6% CPU usage and it also flickers from time to time. (Any yes, this is using Hazedumper Offsets and MemMan-_-)
main file:
Code:
#include <Windows.h>
#include <iostream>
#include "MemMan.h"
#include "csgo.hpp"
#include <random>
#include <ctime>
using namespace std;
MemMan MemClass;
namespace hazedumper{};
void dankmemes()
{
float pJunkcode = 53534535311453;
pJunkcode = 134111115345342;
if (pJunkcode = 17135353742425)
pJunkcode = 183867111111425;
pJunkcode = 17323542351425;
pJunkcode = 111745744551;
if (pJunkcode = 3492234276357454);
pJunkcode = 23048423764548943;
pJunkcode = 4393464590453;
if (pJunkcode = 1714232325)
pJunkcode = 1858912425;
pJunkcode = 17326342925;
pJunkcode = 43578645246534;
if (pJunkcode = 34921553463525534);
pJunkcode = 223455347478943;
pJunkcode = 4395345347453;
if (pJunkcode = 1735357254425)
pJunkcode = 18345656543425;
pJunkcode = 1732464565465;
pJunkcode = 435789553516534;
if (pJunkcode = 3495353535745789474);
pJunkcode = 2304864564568943346;
pJunkcode = 439064564610453;
}
void dankmemes4()
{
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
dankmemes();
}
struct offset
{
DWORD localPlayer = hazedumper::signatures::dwLocalPlayer;
DWORD entityList = hazedumper::signatures::dwEntityList;
DWORD dwGlowObjectManager = hazedumper::signatures::dwGlowObjectManager;
DWORD glowIndex = hazedumper::netvars::m_iGlowIndex;
DWORD team = hazedumper::netvars::m_iTeamNum;
} offset;
struct variables
{
DWORD localPlayer;
DWORD gameModule;
} val;
bool runglow = true;
float red = 2.0f;
float green = 0.0f;
float blue = 0.0f;
float add = 0.0078125f;
bool greenFin = false;
bool blueFin = false;
bool tranFin = false;
bool run = true;
bool skip = false;
float sum(float a, float b) {
return a + b;
}
float sum1(float a, float b) {
return a - b;
}
int main()
{
int procID = MemClass.getProcess("csgo.exe");
val.gameModule = MemClass.getModule(procID, "client_panorama.dll");
val.localPlayer = MemClass.readMem<DWORD>(val.gameModule + offset.localPlayer);
dankmemes4();
if (val.localPlayer == NULL)
dankmemes4();
while (val.localPlayer == NULL)
dankmemes4();
val.localPlayer = MemClass.readMem<DWORD>(val.gameModule + offset.localPlayer);
while (true)
{
dankmemes4();
DWORD glowObject = MemClass.readMem<DWORD>(val.gameModule + offset.dwGlowObjectManager);
int myTeam = MemClass.readMem<int>(val.localPlayer + offset.team);
if (GetAsyncKeyState(VK_HOME) & 1)
{
runglow = !runglow;
val.localPlayer = MemClass.readMem<DWORD>(val.gameModule + offset.localPlayer);
int myTeam = MemClass.readMem<int>(val.localPlayer + offset.team);
}
if (runglow == true) {
for (short int i = 0; i < 64; i++)
{
dankmemes4();
DWORD entity = MemClass.readMem<DWORD>(val.gameModule + offset.entityList + i * 0x10);
DWORD glowObject = MemClass.readMem<DWORD>(val.gameModule + offset.dwGlowObjectManager);
if (entity != NULL)
{
dankmemes4();
int glowIndx = MemClass.readMem<int>(entity + offset.glowIndex);
int entityTeam = MemClass.readMem<int>(entity + offset.team);
val.localPlayer = MemClass.readMem<DWORD>(val.gameModule + offset.localPlayer);
int myTeam = MemClass.readMem<int>(val.localPlayer + offset.team);
if (myTeam == entityTeam)
{
dankmemes4();
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x4), 0.0f);
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x8), 2.0f);
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0xC), 0.0f);
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x10), 0.5f);
}
else
{
dankmemes4();
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x4), 2.0f);
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x8), 0.0f);
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0xC), 0.0f);
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x10), 0.5f);
}
MemClass.writeMem<bool>(glowObject + ((glowIndx * 0x38) + 0x24), true);
MemClass.writeMem<bool>(glowObject + ((glowIndx * 0x38) + 0x25), false);
dankmemes4();
}
dankmemes4();
}
Sleep(1);
}
if (runglow == false) {
while (runglow == false) {
if (GetAsyncKeyState(VK_HOME) & 1)
{
runglow = !runglow;
red = 2.0f;
green = 0.0f;
blue = 0.0f;
greenFin = false;
blueFin = false;
tranFin = false;
skip = false;
run = true;
}
run = !run;
skip = false;
if (greenFin == true && red >= 2.0f && run == true) {
skip = true;
}
if (run == true && skip == false) {
if (green < 2.0f && red <= 2.0f && red >= 0.0f && run == true && greenFin == false){
if (green >= 0.0f) {
green = sum(green, add);
red = sum1(red, add);
}
run = !run;
Sleep(1);
}
else if (run == true && green == 2.0f) {
greenFin = true;
}
}
skip = false;
if (blueFin == true && green >= 2.0f && run == true) {
skip = true;
}
if (run == true && skip == false) {
if (blue < 2.0f && green <= 2.0f && green >= 0.0f && run == true && blueFin == false){
if (blue >= 0.0f) {
blue = sum(blue, add);
green = sum1(green, add);
}
run = !run;
Sleep(1);
}
else if (run == true && blue == 2.0f) {
blueFin = true;
}
}
skip = false;
if (tranFin == true && blue >= 2.0f && run == true) {
skip = true;
}
if (run == true && skip == false) {
if (blue <= 2.0f && red <= 2.0f && blue >= 0.0f && run == true && tranFin == false) {
if (blue >= 0.0f) {
red = sum(red, add);
blue = sum1(blue, add);
}
run = !run;
Sleep(1);
}
else if (run == true && red >= 2.0f) {
tranFin = true;
}
}
if (tranFin == true) {
greenFin = false;
blueFin = false;
tranFin = false;
red = 2.0f;
green = 0.0f;
blue = 0.0f;
}
skip = false;
for (short int i = 0; i < 64; i++)
{
dankmemes4();
DWORD entity = MemClass.readMem<DWORD>(val.gameModule + offset.entityList + i * 0x10);
DWORD glowObject = MemClass.readMem<DWORD>(val.gameModule + offset.dwGlowObjectManager);
if (entity != NULL)
{
dankmemes4();
DWORD glowObject = MemClass.readMem<DWORD>(val.gameModule + offset.dwGlowObjectManager);
int glowIndx = MemClass.readMem<int>(entity + offset.glowIndex);
int entityTeam = MemClass.readMem<int>(entity + offset.team);
val.localPlayer = MemClass.readMem<DWORD>(val.gameModule + offset.localPlayer);
int myTeam = MemClass.readMem<int>(val.localPlayer + offset.team);
if (myTeam == entityTeam)
{
dankmemes4();
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x4), red);
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x8), green);
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0xC), blue);
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x10), 0.5f);
}
else
{
dankmemes4();
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x4), red);
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x8), green);
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0xC), blue);
MemClass.writeMem<float>(glowObject + ((glowIndx * 0x38) + 0x10), 0.5f);
}
MemClass.writeMem<bool>(glowObject + ((glowIndx * 0x38) + 0x24), true);
MemClass.writeMem<bool>(glowObject + ((glowIndx * 0x38) + 0x25), false);
dankmemes4();
}
}
dankmemes4();
}
}
}
Sleep(1);
return 0;
}